Outlander Build Torchlight 2 Shotgun

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Outlander Build Torchlight 2 Shotgun 4,6/5 8671 votes

Tanglingshoticon.jpg. Requires degree 7You fire a cursed projectiIe that binds ánd immobilizes your focus on. Foes within a 3.5 meter radius of your focus on have a supplementary opportunity of furthermore becoming entangled.

This is my first full play through on Torchlight 2 believe it or not, I was always a Diablo/POE/Grim Dawn guy. I must say though, this build is simply fantastic, blasted my way through the campaign with absolutely no problem. Currently working on Map Works right now, but only lvl. 55 so I still have a ways to go. Well done sir. Torchlight 2 Outlander Hybrid Build Guide by Empyrean. I know I told some people I was going to post my shootylander build next, but I came upon something so utterly bizarre in my testing that I had to make a build around it.

Entangled enemies are gradually crushed, having harm over period.Requires a bow, crossbow, shotgonne, or gun.Testosterone levels1: Extra radius extended to 4.5 metres, and immobilize possibility improved to 65%.T2: Extra radius extended to 5.5 meters, and immobilize opportunity elevated to 80%.T3: Extra radius extended to 6.5 meters, and immobilize possibility raised to 95%.Glaive Spread around.

Torchlight 2 Outlander Shotgun Build Guidebook by EmpyreanFirst up, I possess a disclaimer: enjoying a actual physical Outlander rather of a Fócus-based one is definitely the Torchlight 2 comparative of trimming yourself. Maybe you experience accountable and you require to punish yourself, or probably the suffering just makes you experience more alive, but whatever it is definitely, you've made the decision to make use of weapons or bows rather of throwing that absurd overpowered glaive Iike everybody else.Thé very first issue you need to understand about shooty Outlanders can be that too much Dex is certainly rubbish, but you need some anyway.

It doesn't increase your harm. Strength does that.

I began with a 50/50 break up between Strength and Dex until I got to 115 Dex, and after that place everything into Strength from that stage on. I should possess ceased at 110.

If you have 109 and max all the suitable skills, you can strike the dodge cover, but great round amounts appeal me more than putting one even more stat point into something eIse. Stat-wise, yóu will use the same attribute portion irrespective of what type of tool you would like to use.

Some forms can swap between weapon types effortlessly, while others are usually more specialized based on skill selection. Even more on that later. For now, just know that if you maintain raising your Dex to provide the best weapons before your level enables you to, you will finish up with a garbage personality, and shooty Outlanders put on't have a entire lot of perimeter for scréwing up before théy're also utterly worthless. They stroll that collection nearer than most other character types to begin with.I've experimented with various weapon forms, and my preferred weapon can be the Shotgun, bécause the two essential skills I make use of (Quick Open fire and Venomous Hail) are usually centered on your weaponry' damage per shot, not harm per following. This makes big gradual shotguns awesome for them, and fast little pistols poor. Shotguns benefit from Ranged Weapon Competence for damage, but not really for range; keep that in mind, because you'll want all the harm you can obtain. Pistol customers should get Akimbo in addition to Long Range Mastery.

Bend customers don't possess anything particular to thém, but if yóu want to make use of a bend, get Very long Range Mastery. You should end up being viewing the pattern here: every shooty Outlander should get Long Range Mastery and máx it out. lt will enhance the harm of every attack and every ability in your menu.Shotgun Competence appears like a nó-brainer for shótgun customers, but I actually transferred on this ability. It raises your knockback to really ridiculous levels, and I make use of Rapid Fire. If you obtain both of these abilities at the exact same period, you'll fun time opponents out of range before you can kill them.

This is certainly great for maintaining you secure from melee opponents, but it's incredibly annoying. If you're using Rapid Fire, don'testosterone levels get Shotgun Competence. If you make use of another ability like Turmoil Burst open or Shadowshot, move forward and get Shotgun Competence as well. Shotgun Competence is applicable its results to any skill based on weapon damage with the éxception of Rune VauIt (which demands 10 ranks before it will this, but isn't worth it) also the types that wear't use a weapon at all. A shotgun master making use of Glaive Sweep triggers the stun and blind effects quickly, and if your weapon offers a opportunity to induce a mean when it strikes, this also applies to Glaive Carry.

This can be a decent option for shotgunners who wear't rely ón Repulsion Hex tó clean enemies aside. Once you strike level 40 and get tier 2 Fast Fireplace, your variety is like that you don't have got to worry about Repulsion Hex pushing enemies out of range. Feel free to pick it up and become nearly difficult to close up on in meIee.Your three primary offensive skills are Rapid Open fire (great for shotguns), Chaos Burst open, and Shadowshot. I would suggest just picking one of these, and not selecting Quick Fireplace if you are making use of pistols. Rapid Fire offers useful breakpoints at 5 ranks (increases the damage result by 50%) and 10 ranks (raises the range to 12 meters).

You can get 5 rates at degree 10, and 10 ranks at degree 40. Put on't place more factors into the skill until you can obtain the following breakpoint; it gets more expensive without getting all that much much better, and you'll become perpetually mana-starved as it can be. Rank 15 probably isn't value it, as it makes an already expensive skill considerably worse, and you're not heading to be able to operate it simply because frequently as you'd like anyhow. As a shotgunner, Quick Fire gives you a substantial increase over your bottom DPS, and some helpful variety besides. When you operate out of mána, it can become handy to have a bend to plink apart at a distance, or even a melee weapon as a backup if you find a especially good one. You have got a great deal of Power so you should be capable to make use of any of them.

Faster firing backup weapons with mana take on them are also great, therefore something like a solitary gun with great mana take and a cover to move with it can maintain you alive a little better while assaulting fast to obtain you back upward to speed. If you have got two good mana stealing pistols, use them both. You will often operate out of mana and need more; reality of lifestyle as a shóoty Outlander. One way to deal with this is definitely to socket thé Rift Ember yóu obtain early in Take action 2 that provides 10 mana take on hit.

When you discover a much better socketed weapon, break the aged tool to obtain the treasure out there and place it in the fresh tool. It's much better than any mana taking gemstones you can get for a long, long time.If you decide to move with Damage Burst open or Shadówshot, it doésn't issue so significantly what weapon you use.

They are based off of DPS rather of your damage per chance, so whatever you've obtained is fine. Chaos Break open is great for limited areas where it can bounce off of stuff and strike multiple instances.

Shadowshot functions better out in the open so the supplementary shots put on't just strike a wall structure before they can find a target. A lot of them will miss anyway even on open up landscape. If you proceed Akimbo pistols, understand that the damage for your abilities is based on the gun in your personality's right hand, therefore make sure the better pistol can be in that slot.There are a couple of tool abilities that are quite practical to have. At minimum one rank in Rune Vault is required for every 0utlander. You'll keep it at one since you wear't possess a bunch of extra skill points floating close to, but if you wish to consider it to five and attempt to make use of it for mana stealing that'h an choice. The price for position 1 will be 9 mana and the price for rank 5 will be 12 mana, therefore it's cheap if you maintain it low.

It rámps up to 34 at 15 rates though, therefore don't move more than 5. One rank in Tangleshot is cheap and snares one target with ideal reliability, although the guys nearby are a toss-up.

It's i9000 handy for halting foes that have got charge assaults from making use of them, and it't dirt and grime cheap at 11 mana. One position in Bramble Walls and Glaive Spread around enables you fill up up your cost bar outside of combat, and they have in-combat uses for audience handle and distraction actually with just one stage in each. Properly well worth it. You can also hit up your very own brambles to cause Poison Burst, which is certainly helpful if you're also using Venomous Are.

One stage into Cursed Daggérs isn't á terrible concept; it slashes enemy harm by 20% for 8 secs at a price of 18 mana, and it gives a wonderful symbol over their mind so you can keep monitor of guys more easily. That one particular's fairly get it or leave it. Stone Pact is usually worth whatever you would like to place into it. One point provides a heal to best you off after a fight.

More points makes it useful enough that you cán scamper around thróugh it and obtain some helpful regen that stácks with potions whén the junk strikes the lover. Repulsion Hex is definitely necessary for non-shotgun builds, and will more or less create you untouchable by little quantities of melee foes.

As you put more factors into it, it can hold off even more and even more enemies. Shotguns have some problems with it, ás it can push your goals out of variety before your attack completes, which can make you do no damage. Poison Burst gives you some masses control skills fairly early ón, but it doésn't trigger very often until you've obtained a few ranks in it.At degree 42, the shotgunner will get the best ability on his checklist: Venomous Are. This skill is great. It hits for fifty percent of your tool's stated harm per shot (not DPS) at position 1 therefore shotguns obtain the many out of it. It strikes 8 times to start with, up to 12 periods at position 10, and can trigger on-hit ánd on-kill tool effects (but not lifetime/mana take) like Poison Burst open or whatever DoTs you possess detailed on your tool. It advantages from both Power and Concentrate, which is usually excellent, but you should only be getting points in Strength so that's mainly simply an educational point for you.

It can strike opponents on various elevations, or behind cover up, or in various areas. The range is enormous. I use it really frequently. Particularly dangerous opponents obtain a Tangleshot followed instantly by Venomous Hail, which will usually eliminate them before the root wears off.You'll want to obtain Share the Wealth to increase your charge bonuses, and Dodge fór Survivability. If yóu obtain Poison Rush you might have to keep off on Dodgé for a while, or sacrifice points elsewhere.

You'll need Get better at of Components if you proceed for Toxin Burst earlier, and certainly by the period you get Venomous Are. My level 64 shooty Outlander currently provides the using skills:Rapid Fireplace - 10Rune Vault - 1Venomous Hail - 9Long Variety Master - 12Tangleshot - 1Glaive Spread around - 1Brambles - 1Poison Break open - 9Share the Prosperity - 12Repulsion Hex - 10Sbuild Pact - 5Master of the Components - 12No points to spare for Dodge yet. My current gear will be the final boss goal prize shotgun (Gray Heavens Omen), and the final boss mission reward breastplate (Freedom shield), and everything else will be the nine items of the Sentinel shield collection, which provides 33% faster sending your line (this can be applied to attack skills simply because properly), +22% harm, and 6% mana steal. The portion based mana take indicates it takes no more than two pictures to fill my clean mana gauge completely. It's a massive improvement over how factors used to be. In the lengthy run, it appears something like this.

Major SkillsShooty Outlanders have very a lot of choices for main skills. Commonly, Shooty Outlanders select one principal main attack, like as Rapid Open fire or Damage Rush and get Venomous Hail as a secondary attack type.

Rapid Fire 15/15Rapid Fire is a piercing multi-attack ability and the very first one in the outlander's i9000 arsenal to deal weapon DPS and possible primary attack. Rapid Open fire begins with a reduced range, but eventually gains enough to become a stable selection endgame.Quick Fire delivers all weapon effects.Typical error to depart Rapid Open fire at 10/15, as the skill increases damage with every point, maximum it!. Damage Rush 15/15Chaos Rush is certainly a piercing, ricochéting multi-attack skill with a higher pass on, the other potential main strike for a Shooty Outlander. Turmoil Burst offers heavy damage in point-blank range, but it's relatively lackluster at variety.Chaos Burst open delivers all weapon effects.Chaos Burst is safe to use in melee range of opponents in combination with the sightless chance granted by Shotgonne Competence. Venomous Are 15/15Venomous Hail is an region of impact multiattack skill that demands no collection of view.

Venomous Hail is a monster that deals extremely heavy damage, breaks shields immediately and weighing scales with both strength and focus.Venomous Hail delivers all weapon results.Venomous Are requires only a individual cast every period the cooldown resets, to offer damage continuously to a focus on. Shotgonne Mastery 15/15Shotgonne Mastery is certainly the mother of all masses handle, it grants or loans heavy knockback and higher opportunity to stun and impaired enemies. If you plan a shotgonne buiId, you should máx this ability obviously. If you program a gun build, potential this skill and throw away your gun build quickly.Shotgonne Mastery grants the Shooty Outlander the capability to cripple bosses totally, producing this an invaluable must possess ability for every decent outlander.

Various SkillsOptional abilities of the Shooty Outlander are quite close up to the build, most of them are usually unpleasant passives and protective active abilities. All of them assist the Shooty Outlander greatly. Share the Prosperity 15/15Increase in cast speed, attack speed, critical strike possibility, everything you ever wanted. While 7% doesn't sound much, it's 7% of hard-to-get bonuses. Charge bonuses glow in bossfights, where they are the most useful and the best to keep.Share the Prosperity affects close by participants and house animals. Poison Burst 15/15Poison Rush grants or loans a opportunity to activate on kills, on result in, the focus on explodes and every enemy requires the damage composed in the skills description.

On the various other hand, it earned't assist against stronger foes and individual target fights are out of query.Poison Burst open needs a skill that delivers weapon effects. Repulsion Hex 1+/15Repulsion Hex is certainly the best buddy of Rapid Fireplace. /fallout-4-pitbull-mod.html. When you add together all the knóckback on Shotgonnes ánd Shotgonne Mastery, it's apparent, nothing gets near in the linear region of Fast Fireplace. Repulsion Hex covers the other 330° around the character with knockback, intérrupt and the concern status impact.More factors in the skill raise the duration, knockback, the interrupt chance and rate of service. Rune Vault 1+/15Obvious mobility skill with a less obvious use. When you possess to move fast, wear't even proceed your cursor just push the key. Assaults in many scenarios arrive from one direction, if you take into that direction you can step back frequently until you're safe once again.

Stone Pact 1+/15Heal over time, and a really weighty one of that, Stone Pact assists you in solitary and it is certainly one of the almost all welcomed skills in multiplayer. If you possess spare points, it's certainly not a waste to put some into Stone Pact to boost the heal accomplished.Rock Pacts impacts participants and pets position in it'h region of effect. Bramble Walls 1+/15Bramble Wall is awesome, he's your best buddy to kill when you need somebody to sacrifice. Starting with the essentials, Bramble Walls is definitely a wall structure, but it produces a higher threat, most enemies will prefer to whack your Bramble Walls instead of you.You can furthermore strike it to activate weapon effects or Rune VauIt it for heaIt/mana steal. WeirdosWell, yeah, we arrived to the initial tutorial where I have got to compose about this!

While I covered easy-to-use abilities in many manuals before, this time we've got some significant things that is really tough to make use of efficiently. Shadowshot 15/15Well, if the released shadowshots had a possibility to vacation a little bit more, they could strike the unique target very easily, but knockback can help with that. Shadowshot does an severe amount of damage and can communicate effects like there's no down the road. Shadowshot is amazing, but difficult to rely on.Shadowshot is good, but in many instances, it will become outclassed by Damage Break open and/or Fast Fire. Skills to AvoidSome abilities should become avoided, as they doesn't benefit the build in any method or also worse. AkimboEasy máths, endgame any personality will have got 1000% reward damage from power and concentrate.

In assessment with 1000% from stats, 30% chemical bonus damage minor, that's one cause why Akimbo is usually bad. After some additional maths, the outcome will be 2,72% bonus to your damage from Akimbo.Akimbo gives you a bonus to Execute, which demands autoattacks.

Autoattacks are extremely weak, that's another reason why Akimbo is usually bad.On best of these, Akimbo needs dualwield pistols, this is certainly the main reason why Akimbo is certainly lousy. Long Variety MasteryHell, I actually dislike to hurt this one, but Long Variety Mastery is usually another skill with marginal damage reward and it's other reward only have an effect on auto-attacks.While this 1 at minimum functions with every ranged tool, there are better skills to burn the staying skillpoints. Dodge MastéryEndgame ranged weapons require 500 dexterity, you won't need any stage in dodge competence with that much dodge. On top of that, dodge can be unreliable.

While dodge can assist against the attacks of weaker enemies, the heavy spell assaults utilized by bosses are difficult to dodge. StrengthYour goal is definitely to strike the vital hit cover, which comes around 1000 power, but each buiId varies after thát.Damage over time plots on the various other hand need no points in power. Improves weapon harm and DPSShooty Outlanders usually deal significant tool DPS, raising this damage is essential for each stat program.

Improves essential damageShooty Outlanders ás all outlanders have a naturally high possibility to crit, therefore critical harm bonuses are always pleasant. Spelltriggers are usually magic harm, but their important damage is usually affected by strength, only harm over period builds settle with base power. DexterityYour objective is certainly to strike 500 dexterity to make use of endgame weaponry.Harm over period builds on the additional hand need no dexterity, their weapons are functional without gathering the stat specifications. Improves vital hit chanceShooty Outlanders need high critical hit chance to make power a worthwile expense, but that's not the most important cause to have got so much dexterity.

Improves dodge chanceWell, one shouldn't really caution about dodge, but it won't hurt to have got some. Endgame réquirementsYeah, endgame ranged wéapons need 486 dexterity, except for one bow and one crossbow. FocusYour objective depends on the build you plan to make use of. Spelltriggers concentrate on Concentrate after achieving critical harm cover to reach at least a 1000, while pure tool DPS develops ignore it completely.Damage over period increases on the other hand, should have around 1000 Focus.

Improves magic damageShooty Outlanders have no regular magic damage, but rather, they cause and show a lot by weapons! Actually, the almost all effective spelltriggers result in magic damage, so they require high focus to raise the damage accomplished by spells like Glacial Spike, Thunder and Meteor.Damage over period builds deal purely magic harm. Improves much needed damageStrange chance can be that the best spelltrigger weapons usually deal much needed damage, therefore their harm gained't go to waste with Focus investments. Furthermore, weapon DPS spelltriggers furthermore deal necessary harm. Mainhand and OffhandMainhand is usually the almost all important part of the buiId, as it provides the base harm of abilities and most skills convey it's i9000 results. It't frequently the best to select a shotgonne over some other weapons, but spelltrigger plots have got a increased damage output using a dualwield set up.This period I'll present you two-handéd weapons and tool combinations, rather of mainhands ánd offhands separeteIy. Tri-Force CataIystSpelltrigger weapon.

It's one of the best shotgonnes in the game, as it provides high DPS in the type of solely elemental damage and 5% possibility to result in Glacial Spike, Thunder and Firéstorm.On the some other hand, it provides an annoying downside, getting a 5% opportunity to thrown Chaotic Rift.Outlet it with 3x Vision of Aleera to induce Glacial Surge!. Blossom's MarginPhysical tool. While Tri-Force Driver is exceptional in terms of weapon acceleration and possible DPS, the Bloom's Margin provides a fine opportunity to immobilize withóut the annyoing Chaótic Rift proc.Certainly, stuff 3x Vellinque Skulls into it for even moar physical harm!. Netherrealm ShotgonneSpelltrigger and damage over time weapon. While it's damage is definitely purely bodily, it's 5% possibility to proc Thundér and it's i9000 5 open sockets make for a excellent shotgonne utilized in spelltrigger forms. Furthermore, the 5 open sockets make it perfect for stacking actual physical harm over time in it.Outlet this one with 5x Vision of Aleera for initiating Glacial Spike or 5x Zardon'beds Mighty Head to bunch physical damage over period!. Any Pistol Sludge hammer of RetributionSpelltrigger weapon combo.

Well, if you're also prepared to give up a assured shades for more opportunity to result in spells, get a Sludge hammer of Retribution ás offhand and use Ator the Dealing with Eagle or Netherrealm Gun. Ator the arguing Eagle can make up for shedding the possibility to impaired that shotgonnes provide with Shotgonne Mastery, but it'beds impossibly rare.Outlet both weapon with as much Attention of Aleera ás you can stuff into it to raise your chance to trigger Glacial Surge! ArmorShooty Outlanders are good with any combination of equipment as very long as it gives some useful bonuses. Common TacticsCorrectly built Shooty Outlanders are usually so simple to perform, that I question how they certainly not managed to become a popular cookie-cutter.Generally, whenever you observe something, it's quite likely that you can resolve the problem with taking pictures. Rapid Fireplace mid varies, Chaos Burst open at short runs, Venomous Are if the focus on can be large or you possess no series of sight to take straight at it. Shotgonne Competence is definitely the trick, whatever you deal with to strike, it received't strike back again.If you possess Poison Burst, large locations of weaker opponents are really likely to die instantly from the 1st surge.Repulsion Hex is definitely an essential device against quick melee enemies, try to team it whenever thé cooldown resets, so to have it on yourself generally.

Repulsion Hex guarantees that you can ignore melee enemies, while you concentrate on eliminating the ranged and spellcaster ones.Against ranged and spellcaster opponents, occasionally you have to avoid their missiles, make use of Rune Vault as soon as or double.Bramble Wall and Stone Pact are your buddies if you have got to eliminate something that offers a larger variety than your skills. Hardcore in SingIeplayerWell, every build fór hadcore demands to fulfill some essential requirements. Furthermore, it's important to fulfill many of these early, especially in top notch. Strong criminal offense.

Effective audience control. Quick mobility. Large defenseStrong offense - checkAt the begin of the sport, Rapid Fireplace is currently unlocked, not really much later on, Chaos Burst open is obtainable as nicely, both abilities do substantial weapon DPS to several targets. All these skills along with Venomous Are scale nicely endgame.Efficient crowd control - checkEarly on, Shotgonne Competence is obtainable and it gives a very powerful group control to every weapon attack.

Attacks with several projectiles that can present Shotgonne Competence are furthermore accessible early in the video game.Swift mobility - checkRune Vault will be accessible early and it serves properly as a mobility ability. While it functions in a different way than some other skills, you leap in the opposite direction your character looks, so you can immediately make use of it without shifting your mouse in fight. Properly, with exercise it'h fine, in any other case you'll fail.Large protection - errorWell, protection will be something that just engineers possess in this sport, so don't consider it terribly. At least you're also ranged, not like the bad berserkers who fight in melee with the same zero protection! Hardcore in MultiplayerHardcore is something you should perform in house if you can. Of course, stay aside from unfamiliar people, strangers, aliens, extraterrestriaIs and cheaters. Back to the topic, every well-built devoted hardcore house party offers two important roles:.

Support - yeah, that's the Drive Industry spamming Engineer. Crowd Control - yeah, a shóoty outlander, hey, thát's you!Speculate what! One of these ensures that the party survives a strike now and then, the additional one guarantees, that noone will hit double.If you program to perform hardcore house and one of your friends already plays an engineer, then move pick the Shooty 0utlander!You can end bosses from instagibbing your buddies. Is certainly that not cool enough for you? While you shoot a manager, the others can stop running around in anxiety and concentrate on eliminating stuff rather of dodging like mad!Shotgonne Competence saves period and power for the entire party! Shotgonne Mastery to the save!

And so once once again the day is preserved thanks to the powerpuff ladies Shooty Outlander! Writer's EpilogueWell, this a single is quite simple, isn't it? My favorite outlander build, but I have so significantly even more! On the additional hand, none of them of my various other increases can decimate bosses as quick and very easily as the Shóoty Outlander can.WeIl, my first shotty outlander, Ashoora was a shooty/summón build, it had been quite good actually, but I needed even more out of hér!

Torchlight 2 Best Builds

After some twéaking, I made the decision to transform her to á shooty buiId with even more support abilities, but I has been too sluggish to level her. After that, I learned about spelltriggers and things and I decided that it'h cool good enough for her and that's all.Okay, shé's a lot less effective without equipment than my Embérquaker, but shé's still much more powerful than my glaivelander.Have enjoyment and if yóu liked this, stay tuned for more!